The natural alternative to martial prowess, magic represents a core aspect of any fantasy universe. In the DDSE system, magic is divided into three main categories or domains:

Arcane Combat: oriented magic used by Mages & Wizards.

Divine Healing: and enchantment oriented magic used by Clerics.

Universal: Utility magic available to anybody with the Magic-Sensitive feat.

Spells work a lot like Force powers from Saga Edition. In order to learn a spell, you must take the Spell Training feat, or take the ‘spell’ talent from the Mage class. Each time you take a spell, you deplete some of your mana pool. Certain talents allow you to regain mana from spent spells. A new feature to spells that is not present with Force powers is the concept of spell prerequisites. That is to say, some spells have prerequisites, usually requiring you to know other spells. For example, clear requires you to be able to cast any three other spells in order to function. For the purposes of spell prerequisites, only actual spell knowledge counts. Having a magic item that lets you cast spells doesn't count.

Basic Spellcasting - Related Ability: Constitution based, although this may be affected by the Divine Caster and Arcane Caster talents (or Natural Caster if the character is a Sorcerer with that talent). If a character possesses both these talents (Divine Caster & Arcane Caster), the lowest ability between Wisdom & Intelligence is used. In the rare event that the character is a Cleric/Sorcerer with the Natural Caster talent, the lowest ability between Wisdom & Charisma is used instead.

Basic Known Spells - Related Ability: Intelligence based, although certain talents change this to another ability (Divine Caster switches it to Wisdom, and Natural Caster switches it to Charisma).

Spell Disruption: Casting a spell provokes an attack of opportunity. If a spellcaster is damaged while casting a spell, then the spellcaster must succeed at an Endurance check, with a DC equal to the amount of damage they’ve taken. If they fail, then their spell fails. The mana cost is still spent.

Effective Spell DC: The effective spell DC is the DC at which the caster choses to cast the spell. This is decided after making the spellcasting check. The caster can chose any DC below his rolled result, as the effective spell DC. This allows casters to manage their mana costs more efficiently. Just because you can cast a DC40 spell, does not automatically mean that you should.

Spell Mana Cost: The effective DC divided by 5 determines the mana cost of a given spell.

DC 05: 1 mana point.

DC 10: 2 mana points.

DC 15: 3 mana points.

DC 20: 4 mana points.

DC 25: 5 mana points.

DC 30: 6 mana points.

DC 35: 7 mana points.

DC 40: 8 mana points.

Spell Failure & Mana Costs: If you fail to cast a spell, you must still pay the minimum DC available for the given spell. Failing to cast a shift spell hence costs 4 mana, as the minimum DC of the spell is DC 20. If the minimum DC of the spell varies depending on the target's defenses, the target's defense is then considered to be the effective minimum.

Armor & Arcane Spell Failure: Arcane magic is very subtle and demands the most dedicated concentration and presence of mind in order to manifest itself properly. As a result, arcane casters wearing armor suffer a penalty to their spellcasting checks equal to the base value of their armor and shield, excluding magical bonuses.

Apostasy & Divine Spell Failure: All Divine Casters much select a God to serve and worship. They must be on good terms with that God and his ethos, in order for his spells to be channeled. The DM can assign a spellcasting penalty to Divine casters who fall outside the graces of their God, which can only be attoned through certain repenting actions, or in certain exceptional cases, by shifting one's allegiance to another God altogther.

Casting Defensively: Casting defensively is only available for spells that take a standard action or less to cast. By announcing that he is casting defensively, the character does not provoke an attack of opportunity while casting his spell. However the Spellcasting check suffers -5 penalty.

Arcane Spells

Arcane spells access the vast magical energies that flow in the world, and do not rely on otherworldly influences to manifest themselves into reality. Arcane casters research this science and tap into that seemingly unlimited supply of raw magical energy, which they bend and twist to their own often selfish ends.

Blizzard

You lob icy missiles as your targets.

Type: Arcane, Cold

Time: Standard Action

Target: An area extending 3 squares around the caster.

Make a Spellcasting check. If you equal or exceed the targets’ Reflex defenses, you hit and get one of the following results, depending on your Spellcasting check result:

DC 15: You create a blizzard around you which deals 1d8 cold damage to those within the area of effect and reduces their speed by half for one round.

DC 20: As DC 15, but you deal 2d8 cold damage.

DC 25: As DC 15, but you deal 3d8 cold damage.

DC 30: As DC 15, but you deal 4d8 cold damage.

DC 35: As DC 15, but you deal 5d8 cold damage.

DC 40: As DC 15, but you deal 6d8 cold damage.

Special: You may spend an action point to immobilize the targets instead of slowing them down.

DC 10: All non-area damage attacks aimed against you have a 10% miss chance until the beginning of your next turn.

DC 15: Same as DC 10, but the miss chance is 20%.

DC 20: Same as DC 10, but the miss chance is 30%.

DC 25: Same as DC 10, but the miss chance is 40%.

DC 30: Same as DC 10, but the miss chance is 50%.

DC 35: Same as DC 10, but the miss chance is 60%.

DC 40: Same as DC 10, but the miss chance is 70%.

Special: You may spend an action point to increase the spell duration. If you do the spell lasts 3 + Constitution modifier rounds.

Corrosion

You create a bolt of acid that tears through the target.

Type: Arcane, Acid

Time: Standard action

Target: One target within 12 squares and within line of sight.

Make a Spellcasting check. If you equal or exceed your target’s Fortitude defense, you hit and get one of the following effect, depending on your Spellcasting check result:

DC 10: 1d4 acid damage per round

DC 20: 2d4 acid damage per round

DC 30: 3d4 acid damage per round

DC 40: 4d4 acid damage per round

Note: The spell lasts for 3 + constitution rounds.

Special: You can spend an action point to increase the die type from d4 to d6.

Disintegrate

You point your finger and a green ray springs leaving only fine dust in its wake.

Type: Arcane

Prerequisites: Able to cast 9 arcane spells.

Time: Standard action

Target: One target within 6 squares and within line of sight.

Make a Spellcasting check. If you equal or exceed your target’s Fortitude defense, you hit and get one of the following results, depending on your Spellcasting check result:

DC 30: 20d6 damage

DC 35: 30d6 damage

DC 40: 40d6 damage

Note: Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

Note: When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted.

Special: You may spend an action point to increase the range to 12 squares.

Fire

You pull upon arcane energies to create a bolt of fire to strike your target.

Type: Arcane, Fire

Time: Standard action

Target: One target within 12 squares and within line of sight.

Make a Spellcasting check. If you equal or exceed your target’s Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:

DC 10: 1d6 fire damage

DC 15: 2d6 fire damage

DC 20: 4d6 fire damage

DC 25: 6d6 fire damage

DC 30: 8d6 fire damage

DC 35: 10d6 fire damage

DC 40: 12d6 fire damage

Special: You may spend an action point to increase the damage dealt by fire by 2d6. The fire created by fire is magical and cannot normally actually cause something to catch fire, unless that object is normally highly flammable, such as oil or dry wood.

Fly

You imbue your target with the magical ability to fly.

Type: Arcane

Time: Standard action

Target: One target you touch.

Make a Spellcasting check. The spell has the following effect, depending on your Spellcasting check result:

DC 20: Target gains the ability to fly with a speed of 2 squares. The effect lasts for 3 + Constitution modifier rounds.

DC 25: Same as DC20, but with a fly speed of 4 squares.

DC 30: Same as DC20, but with a fly speed of 6 squares.

DC 35: Same as DC20, but with a fly speed of 8 squares.

DC 40: Same as DC20, but with a fly speed of 10 squares.

Note: The target of the spell must make an Athletics (Fly) check to determine his effective manoeuvrability:

DC 05: Incompetent: The creature is unable to lift off but can still fly horizontally (like over a gap).

DC 10: Clumsy. The creature can barely maneuver at all.

DC 15: Poor. The creature flies as well as a very large bird.

DC 20: Average. The creature can fly as adroitly as a small bird.

DC 30: Good. The creature is very agile in the air (like a housefly or a (hummingbird), but cannot change direction as readily as those with perfect maneuverability.

DC 40: Perfect. The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.

Special: If you are in flight when the spell expires, you begin to fall and may suffer damage accordingly.

Gravity

You manipulate arcane energies to create an area of extreme gravity.

Type: Arcane

Time: Standard action

Target: All targets within a 3-square sphere. The center of the sphere can be no more than 12 squares away, and it must target a physical object (you cannot target a point in space).

Make a Spellcasting check. Make one roll and compare the result to each target’s Fortitude defense. If the result equals or exceeds a target’s Fortitude defense, it takes 6d4 points of force damage and is knocked prone. If the result is less than the target’s Fortitude defense, it takes half damage and is not knocked prone. This is an area effect.

Note: The result of the Spellcasting check is automatically the effective DC, for purposes of calculating the mana cost of casting this spell.

Special: When you use this power, you can spend an action point to increase the sphere’s radius to 6 squares.

Grease

You cover a solid surface with a layer of slippery grease.

Type: Universal

Time: Standard Action

Target: One or several items or one area whithin 6 squares.

Make a Spellcasting check. If you equal or exceed the targets’ Reflex defenses, the target falls on the ground. This is repeated on your turn each round that the targets remains within the area. The area size varies depending on your Spellcasting check result:

DC 05: You affect one items or an area 2 squares by 2 squares.

DC 10: You affect two items or an area 3 squares by 3 squares.

DC 15: You affect three items or an area 4 squares by 4 squares.

DC 20: You affect four items or an area 5 squares by 5 squares.

DC 25: You affect five items or an area 6 squares by 6 squares.

DC 30: You affect six items or an area 7 squares by 7 squares.

DC 35: You affect seven items or an area 8 squares by 8 squares.

DC 40: You affect eight items or an area 9 squares by 9 squares.

Note: This spell lasts for a number of rounds equal to 3 + Constitution modifier.

Note: A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

Note: The spell can also be used to create a greasy coating on one or more items. Material objects not in use are always affected by this spell. You need to equal or exceed the Reflex defense of the wielder of an item to affect the item. If the initial attack succed, the creature immediately drops the item. A new attackmust be made in each round that the creature attempts to pick up or use the greased item.

Special: You may spend an action point to make the spell last until the end of the encounter

Heroism

This spell imbues a single creature with great bravery and morale in battle.

Type: Arcane

Time: Standard action

Target: One target you can touch

Make a Spellcasting check. The result determines heroism’s effect, if any.

Note: The effect lasts for a number of rounds equal to 3 + your Constitution modifier.

Special: You can spend an action point to make the effect last until the end of the encounter.

Illusion

You create illusions out of shadow magic.

Type: Arcane, Illusion

Time: Full-round action

Target: None or target touched (see below).

Make a Spellcasting check. The result determines the reality of your illusion.

DC 15: The illusion has an indistinct form that lacks true substance.

DC 20: The illusion can be seen and can itself see, but can’t be heard (nor can it hear). It can move, but it can’t physically interact with the ‘real’ world. It has a distinct physical form.

DC 25: As DC 20, plus the illusion can be heard and can itself hear. It can speak specific phrases or be programmed to respond to specific questions or actions.

DC 30: As DC 20, plus the illusion can be felt, tasted, and smelled and can itself feel, taste, and smell. The illusion still cannot physically interact with the ‘real’ world itself. It can be programmed with complex actions or phrases.

DC 35: The illusion is at least partially real. It has a Strength, Dexterity, Intelligence, Wisdom, and Charisma score of 10 (but it is not alive and so has no Constitution). The illusion has Defenses of 10, 10 HP, and a BAB of +1. It can attack a target for 1d3 bludgeoning damage, but only to targets that believe it to be real (see below). The illusion is not self-aware, however it can be programmed to appear so in most ways. It knows everything you know. It can also interact with the real world, picking up and utilizing items. It is untrained in all skills except any Knowledge skills you are trained it.

DC 40: The illusion is deceptively real. It has a Strength, Dexterity, Intelligence, Wisdom, and Charisma score of 14 (but it is not alive and so has no Constitution). The illusion has Defenses of 20, 100 HP, and an attack bonus of +10. It can attack a target for 3d6 bludgeoning damage, but only to targets that believe it to be real (see below). The illusion is not self-aware, however it can be programmed to appear so in most ways. It knows everything you know. It can also interact with the real world, picking up and utilizing items. It is trained in all skills it attempts to use.

Note: An illusion persists for one minute per point of your Spellcasting check result (17 minutes for a result of 17, for example). An individual who interacts with the illusion can notice that it is unreal by making a Perception check against your Spellcasting check result. If they succeed, they disbelieve the illusion. They can still perceive it, but they know it is illusory and can't be affected by it.

Note: You can wrap an illusion around a targeted creature, thus creating disguises. You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. The spell does not provide the abilities or mannerisms of the chosen disguise. The reality of the disguise is determined by the reality of your illusion as outlined above. If you use this spell to create a disguise, you get a +10 bonus on the Deception check.

Special: You can spend an action point to ‘store’ an illusion until a certain condition it met. There is no limit to how long the illusion can be stored in this fashion, but the condition must be fulfilled within 6 squares of the illusion.

Invisibility

You wrap magical energies around your target, making them harder to hit.

Type: Arcane, Illusion

Time: Standard action

Target: One target you can touch

Make a Spellcasting check. The result determines shield’s effect, if any.

DC 15: The target receives a +10 enchantment bonus to it's stealth checks, and attacks against it have a 10% miss chance.

DC 20: The target receives a +10 enchantment bonus to it's stealth checks, and attacks against it have a 20% miss chance.

DC 25: The target receives a +15 enchantment bonus to it's stealth checks, and attacks against it have a 30% miss chance.

DC 30: The target receives a +15 enchantment bonus to it's stealth checks, and attacks against it have a 40% miss chance.

DC 35: The target receives a +20 enchantment bonus to it's stealth checks, and attacks against it have a 50% miss chance.

DC 40: As DC 35, but the target can attack or cast offensive spells without disrupting the invisibility effect.

Note: The invisibility lasts for a number of rounds equal to 3 + your Constitution modifier.

Note: Making any attacks or casting any offensive spells ends the invisibility effect.

Special: You can spend an action point to make the effect last until the end of the encounter.

Meteor

You call a meteor shower down from the heavens to strike your foe.

Type: Arcane, Fire

Prerequisites: Able to cast 9 arcane spells.

Time: Full-round action

Target: All targets within a 12-square radius, centered on you. Make a Spellcraft check. You are not affected by the spell's effect. Make a single check and compare the result to the Reflex defense of each target within the area of effect. Each target whose Reflex defense you equal or exceed takes damage as outlined below.

DC 20: 1d6 fire and 1d6 bludgeoning for 1d4+1 rounds

DC 25: 2d6 fire and 2d6 bludgeoning for 1d4+1 rounds

DC 30: 3d6 fire and 3d6 bludgeoning for 1d4+1 rounds

DC 35: 4d6 fire and 4d6 bludgeoning for 1d4+1 rounds

DC 40: 5d6 fire and 5d6 bludgeoning for 1d4+1 rounds

Note: Meteor is an area effect. A target that makes its Reflex save takes only half damage per round.

Special: You may spend an action point to summon a particularly large storm. Add 1d6 fire and 1d6 bludgeoning damage. You may also spend an action point to increase meteor’s duration by 1d4+1 rounds.

Prismatism

This spell causes several shimmering, intertwined, multicolored beams of light to spray from your hand.

Type: Arcane

Prerequisites: Able to cast 12 other arcane spells.

Time: Standard action

Target: 12 squares coned shaped area.

Make a Spellcasting check. If your result equals or exceeds your target’s specified defense, they take the following effects as determined by your check result:

DC 15: You shoot forth red beams. If your Spellcasting check succeeds against the Reflex defense of the targets, they take 20 points of fire damage.

DC 20: You shoot forth orange beams. If your Spellcasting check succeeds against the Reflex defense of the targets, they take 40 points of acid damage.

DC 25: You shoot forth yellow beams. If your Spellcasting check succeeds against the Reflex defense of the targets, they take 40 points of electric damage.

DC 30: You shoot forth green beams. If your Spellcasting check succeeds against the Fortitude defense of the targets, they are affected by a poison that instantly slays them.

DC 35: You shoot forth blue beams. If your Spellcasting check succeeds against the Fortitude defense of the targets, they are petrified where they stand, permanently turned into stone.

Special: You may spend an action point to create increase the radius by one or the damage by 3d4 additional sonic damage and 1d4 shapnel slashing damage.

Shield

You wrap magical energies around your target, making them harder to hit.

Type: Arcane

Time: Standard action

Target: Self

Make a Spellcasting check. The result determines shield’s effect, if any.

DC 15: The target receives a +2 shield bonus to it's Reflex defense.

DC 20: The target receives a +3 shield bonus to it's Reflex defense.

DC 25: The target receives a +4 shield bonus to it's Reflex defense.

DC 30: The target receives a +5 shield bonus to it's Reflex defense.

DC 35: The target receives a +6 shield bonus to it's Reflex defense.

DC 40: The target receives a +7 shield bonus to it's Reflex defense.

Note:The bonus to Reflex defense lasts for a number of rounds equal to 3 + your Constitution modifier.

Special: You can spend an action point to make the effect last until the end of the encounter.

Shift

You use magic to bend space, transporting an object almost instantaneously from one place to another.

Type: Arcane

Time: Full-round action

Target: One held or unattended object or creature within 6 squares or one vehicle you occupy.

Make a Spellcasting check. The result of the check determines the maximum size of the object you can transport and the distance you can transport it. For the purposes of this spell, ‘object’ includes creatures.

DC 20: You can move a Medium or smaller object up to 6 squares

DC 25: You can move a Large or smaller object up to 12 squares

DC 30: You can move a Huge or smaller object up to 18 squares

DC 35: You can move a Gargantuan or smaller object up to 24 squares

DC 40: You can move a Colossal or smaller object up to 30 squares

Special: If the object you are transporting contains other objects or creatures (such as a ship), the objects or creatures contained within are transported as well. You can spend an action point to increase the maximum size of the object you can move by two categories, up to Colossal in size, or double the distance moved.

Shock

Your hand bristles with energy and transmits jolts of electricty into the touched target.

Type: Arcane, electricity

Time: Standard action

Target: One target you can touch (you must succeed on a melee touch attack).

Make a Spellcasting check. If you equal or exceed your target’s Reflex defense, you hit and get one of the following results, depending on your Spellcasting check result:

DC 10: 1d8 electricity damage

DC 15: 2d8 electricity damage

DC 20: 4d8 electricity damage

DC 25: 6d8 electricity damage

DC 30: 8d8 electricity damage

DC 35: 10d8 electricity damage

DC 40: 12d8 electricity damage

Note: You may spend an action point to increase the damage dealt by Shock by 2d8.

Special: When delivering the jolt, you gain a +3 bonus on your spellcasting roll for the purpose of hitting the target only, if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). The +3 bonus is not added in the regular spellcasting modifier to determine the effect.

Sleep

You cause an irresistable slumber to fall upon your targets.

Type: Arcane,

Time: Standard action

Target: A 2 squares radius area within 6 squares.

Make a Spellcasting check. If you equal or exceed your target’s Willpower defense, you cause the following amound of Hit Dice of creatures to be affected, depending on your Spellcasting check result:

DC 05: 4 HD of creatures.

DC 10: 8 HD of creatures.

DC 15: 12 HD of creatures.

DC 20: 16 HD of creatures.

DC 25: 20 HD of creatures.

DC 30: 24 HD of creatures.

DC 35: 28 HD of creatures.

DC 40: 32 HD of creatures.

Note: The spell lasts for 3 + constitution rounds. The creatures with the lowest HD are affected first.

Special: You can spend an action point to increase the radius of the area from 2 squares to 4 squares.

Slow

You use magic to slow your targets as if they are encumbered by an extremely heavy load, making it difficult for them to move.

Prerequisites: Able to cast 3 other arcane spells.

Type: Arcane

Time: Standard action

Target: One creature within 12 squares and within line of sight.

Make a Spellcasting check. If your result equals or exceeds your target’s Fortitude defense, they take the following effects as determined by your check result:

DC 15: Target’s speed is reduced by 1 square until the beginning of your next turn. The target is also encumbered, as though carrying a heavy load, taking a -10 penalty on all Athletics checks.

DC 15: You have a 50% spell failure chance. Roll 1d10, if the result is 5 or less, part of your materializes inside a nearby solid object such as the floor, a wall, or something adjacent to the desired location. You suffer 1d6 constitution ability damage each round. You can attempt to free yourself from this life-threatening situation by using a standard action to succeed at a DC 30 escape artist check.

DC 20: Same as DC 15, but the spell failure chance is 40%.

DC 25: Same as DC 15, but the spell failure chance is 30%

DC 30: Same as DC 15, but the spell failure chance is 20%.

DC 35: Same as DC 15, but the spell failure chance is 10%.

DC 40: Same as DC 15, but you automatically succeed the teleport.

Note: The distance traveled can be up to 100 miles per talent possessed (of any kind).

Note: Every time a creature is transported with this spell, that creature moves down one step on it's condition monitor.

Special: You may spend an action point to bring other willing characters with you, and it also allows you to bring 50 pounds of equipment per character level. The willing characters brought along suffer the same damage on a spell failure.

Divine Spells

Divine spells are emanated from the Gods themselves, and transcended into the divine caster's reality via his faith, often channeled through a holy symbol carried by the caster. Divine magic taps into the positive and negative energy planes, as well as funnels magical energies directly from the Godly entities whom the divine caster pledges service to.

Afflict

You spread diseases and afflictions upon the unbelievers.

Type: Divine

Time: Standard action

Target: One target that you touch.

Make a Spellcasting check. Compare the result to the target's Fortitude defense. If the result exceeds it, consult the table below to determine the effect:

DC 15: The target is infected with The Shakes, causing involuntary twitches, tremors, and fits. It takes -2 to all Melee Combat and Dexterity based rolls.

DC 20: The target is infected with Mindfire, feeling like its brain is burning. It takes -2 to all Spellcasting and Intellect based skills.

DC 25: The target is infected with Cackle Fever, causing high fever, disorientation, and frequent bouts of hideous laughter. It takes -2 to all Combat and General Skills rolls.

DC 30: The target is affected by Blinding Sickness, becoming unable to see beyond 1 square, and unable to target ennemies with ranged attacks.

DC 35: The target is affected by Red Ache, causing its skin to turn red and bloated and its muscles to contract in spasm. It is unable to attack, and can only move at half speed.

DC 40: The target is infected with Slimy Doom, turning into infectious goo from the inside out as the organs liquify. The target dies after 24 hours if untreated.

Note: The afflict spell lasts for 24 hours.

Special: You can spend an action point to make the effect contagious. The disease will be spread out through air, touch, and fluids. Any time a new target is within 1 square it becomes affected if the DC exceeds its Fortitude. Spending the action point is considered an evil act.

Bless

You call upon divine energies to bless your target with a holy aura.

Type: Divine

Time: Standard action

Target: One target you can touch.

Make a Spellcasting check. Select a Fortitude or Willpower blessing. The result determines spells’s effect, if any:

DC 10: The selected defense gains a +1 bonus.

DC 15: The selected defense gains a +2 bonus.

DC 20: The selected defense gains a +3 bonus.

DC 25: The selected defense gains a +4 bonus.

DC 30: The selected defense gains a +5 bonus.

DC 35: The selected defense gains a +6 bonus.

DC 40: The selected defense gains a +7 bonus.

Note: The effect of this spell lasts for 3 + Constitution modifier rounds.

Special: You can spend an action point for this spell to apply to a number of targets within 10 squares equal to the effective DC of your spell divided by 5.

Clear

You call upon magical energies to restore your target to a healthy condition.

Prerequisites: Able to cast 3 other spells.

Type: Divine

Time: Standard action

Target: One target you can touch.

Make a Spellcasting check. The result determines clear’s result, if any:

DC 10: You remove the fatigued condition from your target.

DC 15: You cure any poison or remove the continuous damage the target is affected by (as long as the nature of the damage is not environmental).

DC 20: You cure any disease the target is affected by.

DC 25: You restore any lost ability points.

DC 30: You restore any drained levels.

DC 35: You restore the sanity of an insane person.

DC 40: You restore any negative effect from the target. (i.e. Undeath)

Cure

You use magical energies to heal your target.

Type: Divine, Healing

Time: Standard action

Target: One target you can touch.

Make a Spellcasting check. The result determines how many hit points are recovered.

DC 5: The target recovers 1d8 hit point.

DC 10: The target recovers 2d8 hit points.

DC 15: The target recovers 3d8 hit points.

DC 20: The target recovers 4d8 hit points.

DC 25: The target recovers 5d8 hit points.

DC 30: The target recovers 6d8 hit points.

DC 35: The target recovers 7d8 hit points.

DC 40: The target recovers 8d8 hit points.

Special: Undead creatures are harmed by cure instead of restored, and so cure can be used as an attack. If you succeed on a melee touch attack against the undead target, you deal the corresponding damage instead of healing it.

Curse

You unleash your God's curse upon your foes.

Type: Divine

Time: Standard Action

Target: A single target within line of sight within 10 squares.

Make a Spellcasting check. Compare the result to the target's Willpower defense. If the result exceeds it, consult the table below to determine the effect:

DC 15: The target suffers a -2 penalty to all combat skills against you and your allies.

DC 20: The target suffers a -3 penalty to all combat skills against you and your allies.

DC 25: The target suffers a -4 penalty to all combat skills against you and your allies.

DC 30: The target suffers a -5 penalty to all combat skills against you and your allies.

DC 35: The target suffers a -6 penalty to all combat skills against you and your allies.

DC 40: The target suffers a -7 penalty to all combat skills against you and your allies.

Note: Only one curse may be effective at any given moment, (one active curse per caster).

Special: The effect lasts for 3 + Constitution modifier rounds.

Holy

You call upon holy light to strike down your foes.

Prerequisites: Able to cast 3 other divine spells.

Type: Divine

Time: Standard action

Target: One target within line of sight and within 6 squares of you.

Make a Spellcasting check. Make one roll and compare the result to the target’s Fortitude defense. If the attack hits, the target takes the damage described below. If the attack misses, the target takes only half damage, and it does not move along the condition track.

DC 15: The target takes 4d6 points of damage, and is moved one step on the condition track.

DC 20: The target takes 6d6 points of damage, and is moved one step on the condition track.

DC 25: The target takes 8d6 points of damage, and is moved one step on the condition track.

DC 30: The target takes 8d6 points of damage, and is moved two steps on the condition track.

DC 35: The target takes 12d6 points of damage, and is moved two steps on the condition track.

DC 40: The target takes 16d6 points of damage, and is moved two steps on the condition track.

Implosion

You turn the creature interior to become so dense that it collapses on itself.

Prerequisites: Able to cast 9 other divine spells.

Type: Divine

Time: Standard action

Target: One target within line of sight and within 6 squares of you.

Make a Spellcasting check. If you equal or exceed your target’s Fortitude defense, you hit and get one of the following results, depending on your Spellcasting check result:

DC 30: 20d6 damage

DC 35: 30d6 damage

DC 40: 40d6 damage

Note: Any creature reduced to 0 or fewer hit points by this spell has collapsed on itself, leaving no trace of its existence. An imploded creature’s equipment is unaffected.

Note: You may spend an action point when using the spell against an object. By concentrating as a full round action, you sustain the effect. Every round the spell is sustained, the spell gains a radius increasing by one square per round. You can sustain the spell for a number of rounds equal to your Constitution modifier. You must pay the mana cost every round.

Inflict

You touch a target and cause blinding pain.

Type: Divine

Time: Standard action

Target: One target you can touch (you must first succeed on a melee touch attack).

Make a Spellcasting check. The result of the roll determines the effect, if any:

DC 15: The target takes 1d6 points of damage. If your Spellcraft check result equals or exceeds their Fortitude defense, the target can take only a single swift action on their next turn.

DC 20: As DC 15, except the target takes 2d6 points of damage.

DC 25: As DC 15, except the target takes 3d6 points of damage.

DC 25: As DC 15, except the target takes 4d6 points of damage.

DC 30: As DC 15, except the target takes 6d6 points of damage.

DC 35: As DC 15, except the target takes 8d6 points of damage.

DC 40: As DC 15, except the target takes 10d6 points of damage.

Special: You can spend an action point to deal an additional 2d6 points of damage with inflict.

Invigorate

You use magical energies to heal your target.

Type: Divine, Healing

Time: Standard action

Target: One target you can touch.

Make a Spellcasting check. The result determines how many stamina points are recovered.

DC 20: The target regenerates severed fingers, toes or broken bones within 1 round if the body member is present, or within 2d8 rounds if the body member is not available.

DC 30: The target regenerates severed fingers, toes, broken bones, ruined organs, hands or feet within 1 round if the body member is present, or within 2d8 rounds if the body member is not available.

DC 40: The target regenerates severed fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures within 1 round if the body member is present, or within 2d8 rounds if the body member is not available.

Note: The effective DC of this spell must be declared before casting, and is determined by the type of body member that the caster attempts to regenerate.

Special: The caster can spend an action point to regenerate the body member within one round even if the body member is not available.

Resurrect

You restore life to a deceased creature.

Prerequisites: Able to cast nine other divine spells.

Type: Divine, Healing.

Target: One touched creature who died less than one year ago.

Make a Spellcasting check. The result determines the effect, if any:

DC 40: The creature is returned to life, with full health, but no mana.

Note: As part of the material components required to cast this spell, the caster must destroy a sprinkle of holy water and diamonds worth a total of 25,000 gold. The material components are lost even if the spell fails.

Note: Resurrect cannot bring back to life a creature who died from old age.

Note: Resurrect cannot bring back to life a creature of the construct or undead type.

Special: The caster can spend an action point to resurrect a deceased creature who has been dead for more than one year.

Sanctuary

You ward yourself from an ennemy.

Type: Divine.

Target: One creature.

Make a Spellcasting check. If you exceed the creature's Willpower, the target cannot arrack you.

Note: The spell lasts for 3 + Constitution modifier rounds.

Note: You cannot attack the target without breaking the spell but may use nonattack spells or otherwise act.

Special: The caster can spend an action point to affect a number of additional creatures equal to his wisdom modifier.

Turn

You rebuke undead creatures with the intercession of your God's divine energies.

Type: Divine.

Target: Any undead creature within a 10 square radius.

Make a Spellcasting check. If the check beats the creature's Willpower defense, consult the results below to determine the effect, if any:

DC 05: You turn undead creatures of the zombie or skeleton type.

DC 10: You turn undead creatures of the ghoul type.

DC 15: You turn undead creatures of the shadow type.

DC 20: You turn undead creatures of the wight or ghast type.

DC 25: You turn undead creatures of the Wraith type.

DC 30: You turn undead creatures of the Mummy or Specter type.

DC 35: You turn undead creatures of the Vampire or Ghost type.

DC 40: You turn undead creatures of the Lich type.

Note: In order to use this spell, the caster must be holding a talisman created with the Divine Talisman talent.

Note: If the spell succeeds, the creatures move away from you at their maximum movement for a number of rounds equal to 1 + your Charisma modifier. You automatically affect 1 + your Charisma modifier creatures. Additional creatures can be affected at a cost of one Mana point each.

Special: If the Spellcasting check beats both the creature's Willpower defense and the required DC to affect it's type by more than 5, the caster can spend an action point to destroy the creatures, instead of simply turning them.

Universal Spells

ImageUniversal spells are spells that are easily accessible to non dedicated spellcasters, who have the will to dabble into the occult knowledge of all things magical, but who lack the dedication to fully devote their efforts towards such learnings. Universal spells are hence very common, and it is often helpful in ways that divine & arcane magic cannot provide of their own.

Adapt

Make a Spellcasting check. The result determines the type of situation you adapt to. The results are cumulative.

DC 10: You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make endurance skill checks. Your equipment is likewise protected.

DC 15: You can exist comfortably in high altitude. You no longer have penalties for rarified air.

DC 20: You can exist comfortably under water. You can breathe water normally and can fight and cast spells under water with no penalties.

DC 25: You can survive in an airless environment such as the void of space. However you still suffer damage from the cold or radiations and such.

DC 30: You can ignore some of the environmental damage. Whenever you take damage from an hostile environment, such as lava, you only take 75% of the damage. This is calculated after any resistances you may have. It does not work on enery based attacks or spells.

DC 35: Same as DC 30, except you now only suffer 50% of the damage.

DC 40: Same as DC 30, except you are now immuned to environment based damage.

Note: This spell lasts for 3 + consitution modifier rounds.

Special: By spending an action point, you can make this spell last for 24 hours.

Aegis

You suffuse yourself with power, gaining temporary hit points.

Type: Universal, Healing

Time: Standard action

Target: Self.

Make a Spellcasting check. The result determines how many temporary hit points are gained.

DC 15: The target gains 5 temporary hit points.

DC 20: The target gains 10 temporary hit points.

DC 25: The target gains 15 temporary hit points.

DC 30: The target gains 20 temporary hit points.

DC 35: The target gains 25 temporary hit points.

DC 40: The target gains 30 temporary hit points.

Note: This spell lasts for 3 + consitution modifier rounds. Using this power again when an earlier manifestation has not expired merely replaces the older temporary hit points (if any remain) with the newer ones.

Special: By spending an action point, you can cast the spell as a swift action.

Alarm

Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it..

Type: Universal

Time: Standard action

Target: 20-ft.-radius emanation centered on a point in space .

Make a Spellcasting check. Consult the results below to determine the effect, if any:

DC 5: You ward the area for 2 hours.

DC 10: Same as DC 5, except that the effect lasts 4 hours.

DC 15: Same as DC 5, except that the effect lasts 6 hours.

DC 20: Same as DC 5, except that the effect lasts 8 hours.

DC 25: Same as DC 5, except that the effect lasts 10 hours.

DC 30: Same as DC 5, except that the effect lasts 12 hours.

Note: You decide at the time of casting whether the alarm will be mental or audible.

Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.

Note: Ethereal or astral creatures do not trigger the alarm.

Special: You can spend an action point to make the effect permanent until discharge.

Banish

You force a creature back into its plane of origin.

Type: Universal.

Target: One extra-planar creature.

Make a Spellcasting check. If you exceed the creature's Willpower, you force extra-planar creatures out of your home plane.

Note: You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, your Spellcasting check increases by 2. You also gain a +1 bonus to overcome the target’s spell resistance (if any).

Special: The caster can spend an action point to affect a number of additional creatures equal to his wisdom modifier.

Charm

For a time, you make yourself more likeable and charming to those you meet.

Type: Universal, Mind-Affecting

Time: Full-round action

Target: Self

Make a Spellcraft check. The result determines the spell’s result, if any.

DC 15: You receive a +10 bonus to all Deception, Gather Information, and Persuasion checks for the next minute

DC 20: As DC 15, except the bonuses are +20 instead.

DC 25: As DC 15, except the bonuses are +30 instead.

Note: Whenever you attempt to use any of the skills listed above during Charm’s duration, compare your Spellcraft check result to your target’s Will defense. If you succeed, you gain the bonuses. If you fail, you do not. The DM does not have to tell you whether you have succeeded or failed. In either case, the target usually won’t realize that they have just resisted a magical effect, such charm is a passive spell that seeks to influence rather than dominate.

Special: You may spend an action point to make the bonuses last for 10 minutes instead of 1 minute. Note that this improves you own personal magnetism, but does not give you any actual control over other targets.

Clarity

Your senses can perceive what is hidden.

Type: Universal

Time: Standard Action

Target: Self

Make a Spellcasting check. The result determines the effect, if any:

DC 10: The subject gains low-light vision up to a range of 20 squares.

DC 15: Same as DC 10, and also notices secret doors hidden by magic and sees through the spell illusion.

DC 20: Same as DC 15, and also gains darkvision.

DC 25: Same as DC 20, and also sees through the spell invisibility.

DC 30: Same as DC 25, and also gains true darkvision, and sees through the spell blur.

DC 35: Same as DC 30, and also sees the true form of polymorphed creatures and items.

DC 40: Same as DC 35, and also sees into the ethereal plane.

Duration: The spell lasts 3 + Constitution modifier rounds.

Special: You may spend an action point to increase the spell duration. If you do the spell lasts until the end of the encounter.

Command

You issue a single command to the target, which it must follow.

Prerequisites: Able to cast at least 3 other universal spells.

Type: Universal, Mind-Affecting

Time: Standard action

Target: One target within 6 squares that you can see and which can see and hear you.

Make a Spellcasting check. Compare the result to the target’s Will defense. If your result equals or exceeds their Will defense, you may issue a simple command (up to five words in length), which they are compelled to follow to the best of their ability immediately. Because magic is involved, your target does not need to actually understand your command, but it must see and hear you.

Special:When issuing a command, you must follow two principle rules.

1. You cannot command a target to undertake an obviously suicidal action, such as “attack that flight of dragons.”

2. You cannot command a target to undertake an action that grossly violates its morals, such as “kill that child.”

Darkness

You wrap magical energies around your target, making them harder to hit.

Type: Universal

Time: Standard action

Target: This spell causes an object to radiate shadow out to a 20-foot radius.

Make a Spellcasting check. The result determines Darkness's effect, if any.

DC 10: You create an area of shadow that can be pierced by low-light vision.

DC 20: You create an area of shadow that can be pierced by darkvision.

DC 30: You create an area of shadow that can be pierced by True Darkvision.

DC 40: You create an area of shadow in which no one can see.

Note: The darkness lasts for a number of rounds equal to 3 + your Constitution modifier.

Note: Creatures in the area that are not able to see gets a 50% chance to miss on each attack.

Special: You can spend an action point to make the effect last until the end of the encounter.

Daylight

You create light as bright as the sun.

Type: Universal

Time: Standard action

Target: The object touched sheds light as bright as full daylight.

Make a Spellcasting check. The result determines Daylight's effect, if any.

DC 10: You create an area of full daylight in a 5 squares radius, and dim light for an additional 8 squares beyond that.

DC 20: You create an area of full daylight in a 10 squares, and dim light for an additional 10 squares beyond that

DC 30: You create an area of full daylight in a 15 squares radius, and dim light for an additional 15 squares beyond that

DC 40: You create an area of full daylight in a 20 squares radius, and dim light for an additional 20 squares beyond that.

Note: The daylight lasts for a number of rounds equal to 3 + your Constitution modifier.

Note: You automatically disable the effect of a darkness spell of the same DC for the duration of the daylight spell.

Note: Creatures sensitive to daylight are also blinded by the daylight spell for 1 round.

Special: You can spend an action point to make the effect last until the end of the encounter.

Dispel

You reach out and cancel the magical energies that are enhancing your target.

Type: Universal

Time: Standard action

Target: One object, person, or area with an ongoing spell effect within 12 squares (if targeting an area, you must target the center of the area of effect)

Make a Spellcasting check. Compare the result of your Spellcasting check with the Will defense of your target (an unattended object or area has a Will defense of 10 for the purposes of dispel). If your check result equals or exceeds the target’s Will defense, then the ongoing spell is canceled, ending immediately. This has the following effects for spells listed in this section.

Charm: The target loses its skill bonuses.

Command: The command ends.

Fly: The target begins to fall.

Illusion: The illusion ceases to be. This can also dispel a stored illusion (see the illusion spell for descriptions of stored illusions).

Meteor: The meteor storm ends.

Poison: The target is cured of poison

Resist: The target loses its energy resistance

Shield: The target loses its bonus to Reflex defense provided by the spell

Special: You may spend an action point to treat the Will defense of your target as being 5 lower for the purposes of your dispel attempt against them.

Fortify

You fortify your surroundings by infusing them with magic.

Type: Universal

Time: Full-Round Action

Target: An area located within 20 squares of you, within line of sight.

Note: When this spell is used on an area that has been reshape through the use of a Mold spell, the Mold effect can no longer be dispelled.

Special: By spending an action point, the fortification can be made permanent. The casting time becomes much longer, taking an hour to cast for each mana point spent casting the spell (the mana points converted into an action point are not included in this amount).

Special: The Fortify effect can only be applied once to a given area. The Fortify effect is impervious to the Dispel spell.

Gate

You open a gate to other planes that can be used to travel or to call creatures to your help.

Type: Divine

Time: Standard Action

Make a Spellcasting check. Consult the results below to determine the size of the gate created, if any:

DC 35: You create a large sized gate

DC 40: You create a huge sized gate.

Note: The spell lasts for 3 + constitution modifier rounds. The Gate spell creates an inter-dimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction. If you have already been to the area you want to cross into, the gate opens precisely at the point you desire. If you only have a general idea about the plane, the Gate opens at a random location on the plane. Any creature with the Magic-Sensitive feat can make an Awareness (Sense Magic) check to detect the appearance of a nearby Gate.

Special: You can spend an action point to extend the duration of the gate until the end of the encounter.

Locate

You sense the direction of a well-known or clearly visualized object.

Prerequisite: Ability to cast 3 other universal spells

Type: Universal

Make a Spellcasting check. Determine the effect by consulting the results below:

DC 15: Mental image of the object must be specific, clear & accurate. Object must be within 10 squares.

DC 20: Mental image of the object must be specific, clear & accurate. Object must be within 20 squares.

DC 25: Mental image of the object must be specific, clear & accurate. Object must be within 30 squares.

DC 30: Mental image of the object must be specific, clear & accurate. Object must be within 40 squares.

DC 35: Mental image of the object must be specific, clear & accurate. Object must be within 50 squares.

DC 40: Mental image of the object must be specific, clear & accurate. Object must be within 60 squares.

Note: You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).

Special: You can use an action point to cast this spell even if your mental image of the object is not specific, clear & accurate.

Mend

You use magical energies to restore a decrepit or broken object.

Type: Universal

Time: Standard action

Target: One object you can touch.

Make a Spellcasting check. The result determines how many hit points are restored.

DC 5: The target recovers 1 hit point.

DC 10: The target recovers 1d6 hit points.

DC 15: The target recovers 1d6+5 hit points.

DC 20: The target recovers 2d6+5 hit points.

DC 25: The target recovers 2d6+10 hit points.

DC 30: The target recovers 3d6+10 hit points.

DC 35: The target recovers 3d6+15 hit points.

DC 40: The target recovers 4d6+20 hit points.

Special: This effect can heal constructs, including Warforged characters.

Mold

You employ magical energies to bend, mold and reshape existing matter. This spell can be used to create holes through walls, carve passages out of rock, and even to reshape available matter into buildings and fortifications.

Type: Universal

Time: Full-Round Action

Target: An area located within 20 squares of you, within line of sight.

Note: It is possible to mold raw materials into buildings and fortifications, but this requires a craft skill check of the appropriate difficulty, as well as the necessary material components.

Special: By spending an action point, the effect can be made permanent. The casting time becomes much longer, taking an hour to cast for each mana point spent casting the spell (the mana points converted into an action point are not included in this amount). Even when made permanent, changes done with the mold spell can still be dispelled normally. In such an event, the matter returns to it's original state.

Special: When assembling permanent fortifications or buildings, it is possible to mold them into separate modules that are appended to each other. However a wall without something to hinge on can crumble. It's the reason why Wizards tend to build towers, as it is architecturally easy to stack one module over another using this spell, as long as the raw materials are made available.

Push

You create a gust of energy that knocks your target back.

Type: Universal

Time: Standard action

Target: One object or character within 12 squares and within line of sight.

Make a Spellcasting check. The target makes a Strength check. If you beat the target’s Strength check, you push it back 1 square plus an additional 1 square for every 5 points by which you exceed the target’s check result. If you push the target into a larger object, the target takes 1d6 points of damage. The target gains a bonus or penalty to its Strength check based on its size: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20. In addition, it gets a +5 stability bonus if it has more than two legs or is otherwise exceptionally stable.

Special: You can spend an action point to apply a -5 penalty to the target’s Strength check made to resist aero. Additionally, if you successfully push the target into a larger object, you deal an additional 2d6 points of damage from the extreme force of the thrust.

Resist

You wrap magical energies around your target, granting them resistance to energy.

Prerequisites: Able to cast three other spells.

Type: Universal

Time: Standard action

Target: Self

Make a Spellcasting check. The result determines resist’s effect, if any.

Note: The energy resistance granted by resist persists for a number of rounds equal to 3 + the target’s Constitution modifier.

Special: You may spend an action point to grant a +5 bonus to your energy resistance.

Scry

You gain a vague, momentary impression of events happening around a particular being in some distant place.

Type: Universal

Time: Full-round action

Target: One creature you have met before.

Make a Spellcasting check. If your check result is less than the target’s Will defense, you gain no information (including whether the target is alive or dead) and cannot use this spell against the same target for 24 hours. If you succeed, you can sense whether or not the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing, and any strong emotion or sensation it may be feeling (such as rage or pain). A dead target has a Will defense of 30 for the purposes of this spell.

Special: If you successfully use this power, you can spend an action point to gain a clear mental image of the target’s surroundings and other creatures and objects within 6 squares of it.

Strike

You use magic to enhance your battle prowess.

Prerequisites: Able to cast 3 other spells.

Type: Universal

Time: Swift action

Target: Self

Make a Spellcasting check. The result of the check determines the effect, if any:

DC 15: You gain a +1 bonus to your next attack roll and deal an extra 1d6 points of damage if your attack hits.

DC 20: As DC 15, but the damage is 2d6 instead.

DC 25: As DC 15, but the damage is 3d6 instead.

DC 30: As DC 15, but the damage is 4d6 instead.

DC 35: As DC 15, but the damage is 6d6 instead.

DC 40: As DC 15, but the damage is 8d6 instead.

Special: You can spend an action point to deal an additional 2d6 points of damage.

Symbol

You use necromantic magic to empower a rune.

Type: Universal, Necromancy

Time: Full Round Action

Target: A surface designated by the caster.

Make a Spellcasting check. The caster must declare the effective DC of the spell prior to casting by selecting which type of rune he is preparing. To succeed, the effective DC must also exceed the target's Willpower defense.

DC 40: Symbol of Death. A single target instantly suffers 150 damage that cannot be mitigated or avoided.

Note: Magic traps such as the rune from the Symbol spell are hard to detect and disable. A rogue with the proper talent can use the Search skill to find a symbol of and Disable Device to thwart it. The DC in each case is the Symbol spell's own effective casting DC.

Note: As a default, a symbol is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol offensively; for instance, a touch-triggered symbol remains untriggered if an item bearing the symbol is used to touch a creature. Likewise, a symbol cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify. When scribing a symbol, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols, and thus always ignore the effects and cannot inadvertently trigger them.

Note: Symbols last indefinitely, until they are triggered, after which they are expanded.

Special: Each symbol type has it's own material components. Failure to cast the spell successfully results in the loss of the material components.

Symbol of Pain, Sleep or Fear: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Symbol of Persuasion, Stunning, Weakness, Insanity or Death: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Thunder

You call down thunder from the heavens to strike a target.

Type: Universal, Electric

Time: Standard action

Target: Multiple targets within a 6-square radius centered on you.

Make a Spellcasting check. Make a single check and compare the result to each target’s Reflex defense. If you equal or exceed their Reflex defense, you deal 3d8 points of electric damage to each target. The number of targets affected is determined by your Spellcasting check result:

DC 15: Three targets.

DC 20: Four targets.

DC 25: Five targets.

DC 30: Six targets

DC 35: Seven targets

DC 40: Eight targets.

Special: You may spend an action point to deal an additional 2d8 damage to each target you hit.